This stage of the CAP process is where complete movepools are created and submitted for consideration by the Topic Leader. There are many restrictions on the moves that are allowed, as well as how many of each move type are allowed per movepool. There is a limit on which competitive moves may be allowed into a movepool based on the lists generated by the Movepool Discussion stage of the CAP process. No competitive move that is not specifically listed as allowed in the Movepool Discussion stage can appear on any submitted movepool. As to what makes a move competitive or not, it is a decision to be made at the sole discretion of the Topic Leader.
The movepools submitted are intended to be structured like a normal Pokemon movepool. A complete movepool should contain three lists of moves, according to the method by which the Pokemon learns the moves—Level-Up Moves, TMs and Move Tutor Moves, and Egg Moves. The egg groups for the Pokemon are determined by the movepool submitter. Project participants can submit a draft proposals of full movepools and edit them based on feedback from the Topic Leader and the general public. After reviewing the draft movepools, the Topic Leader will select several submitters to present final movepool submissions. Those final submissions will be voted on by the general public.Movepool Considerations

Movepools have to be moderated by the Topic Leader, as if they are too barren or too bloated, they run the risk of either overpowering or underpowering the given CAP. This does not mean that there are any enforced limits that your movepool must conform to; however, there are guidelines as to size and effectiveness, and the Topic Leader reserves the right to reject your movepool should it be grossly different from those chosen. The way that this is quantified is by counting the total number of moves and "Very Good Moves", or VGMs, in a given movepool. A VGM is defined as "A move that is considered by the combination of its power, accuracy, effect chance, move priority, power points, and overall type coverage to be of distinct individual competitive advantage in a given movepool".
The Base Stat Ratings for a CAP set the guidelines for the total movepool size and the total number of Very Good Moves allowed in the movepool, though these are subject to the individual discrimination of the Topic Leader before the guidelines for that particular CAP are presented.

Concept: MomentumGeneral Description: This will be a Pokemon that can be utilized to gain or regain momentum for a player's team at any point in the match as its primary function.Justification: Gen. 5 is a very powerful metagame. As such, most battles are won by the smarter strategist who can best maneuver around his/her opponent's onslaught to gain even a single turn's advantage, potentially clinching them the match. This process of gaining and regaining momentum is most often the defining element that makes a winner and a loser out of a single Pokemon battle. Any top player in this metagame should agree that momentum is the most crucial element in any given match; however, "momentum" itself is a rather vaguely defined term that is never really explored in concrete terms. Is it keeping opposing teams on the defensive? Forcing switches? Good prediction? Spamming U-turn? These have all been approaches to achieving momentum, but they are also player-side and largely synonymous with "strategy," as opposed to Pokemon-side and regarding a Pokemon's role on the team. Certainly there are threats like Ferrothorn/Gliscor (defensive) and Scizor/Latios/Voltlos, etc., etc. (offensive) that can achieve momentum as we know it, but there is no current niche for a "momentum Pokemon" because the concept has been purely delegated to players and not to Pokemon. Questions to be Answered:
-How do we define momentum in terms of competitive Pokemon? What factors make current Pokemon able to achieve momentum and how can we incorporate that information into a successful CAP?
-How do different styles of play (Weather-based offense, stall, bulky offense, etc.) use momentum to achieve their goals and how can our CAP play to those strategies in an effort to take their momentum away?
-What type of traditional role (sweeper, tank, wall, support) would a Pokemon like this most resemble? Would it have to be able to fit more than one of these roles to fit in a variety of teams?
-How will the different playstyles be affected by the addition of a Pokemon that can regain offensive/defensive momentum at any given point? Will offensive teams play more conservatively? Will defensive teams play more recklessly? Will everything simply adapt to a new threat and move on normally?

Flavour
A long, long time ago (in a world we know as Unova), a flock of wild Pre-Hawks* were roaming the wilds of Unova, looking for their next meal. Following a faint scent of food, the flock snuck up upon a camp of Pokemon Trainers sitting around a roaming fire, roasting berries on the fire. As the flock watched, waiting for an opportune time to strike and take their food, they became entranced by the trainers. As the trainers sat around the dancing embers, they were telling old wise tales and urban legends. One trainer told the story of the flying legend, Ho-Oh. The story of this majestic pokemon awed the Pre-Hawk flock, and by the time the tale was over, had already forgotten about the food.

After rushing back home, the Pre-Hawks began retelling the story they heard to their own children, who sang it to their children, and soon the story became an ancient song through the population. As the tale became more popular, and more skewed as time passed (and the Ho-Oh they told stories about became merely called a phoenix), the aspirations of the babies became to emulate the pokemon in the story. Eventually, as the dream became stronger, and the Pre-Hawks did, they evolved into the form we now know as Tomohawk. The evolution of wings turned this formerly 100% terrestrial species into a soaring pokemon. As the species took to the sky, they combined their fighting style from their Pre-Hawk stage with the new flying attacks with their wings. The design of their massive feather forms also evolved over time, matching their longing desire in color, and becoming bulkier to help Intimidate predators and prey.

As the species became more adapt with their wings, they start learning attacks like Wing Attack and Air Slash. But their dreams would be achieved when they started to learn the majestic attack "Sky Attack", giving them the feeling of being the mighty phoenix they always wanted to be.

*Pre-Hawk here refers to the prevo, which is as of now unnamed.

Prevo only(Move your mouse to reveal the content)Prevo only (open)Prevo only (close)

Level-Up Flavor:
Despite being a grounded Pokemon, PreCAP have long held an unexplainable instinctual fascination with the sun and the skies above Unova. Researchers have documented packs of PreCAP Roaring (or just Growling, in the case of the young ones) in unison at the sun, much like how Houndoom eerily Howl at the moon. PreCAP are nomadic and travel in packs, although they can be most reliably found during the Summer along Route 7 (lvl. 27-29) because of its proximity to the Celestial Tower, which they roam around for unknown reasons. A common sight around the Tower is to see several PreCAP wander in and get chased out by wild Elgyem. The cause of this antagonism is unknown, although rumors circulate around nearby Mistralton City that a PreCAP once made it to the top of the Tower and disappeared, and that soon after that, more and more PreCAP packs started roaming around the area and hassling the Elgyem with their tresspassing. The rumor continues that Mistralton City gym leader Skyla periodically climbs the Tower to meet with a "strange flying Pokemon," claiming to have seen a sick Pokemon atop it. City dwellers note that the Pokemon in question always seem to Fly off before anyone else can get a chance to see them, although these are just rumors.

As you can see, not much is known about the PreCAP that roam around Unova beyond their fascination with the sun. They are a very finicky and mischievous Pokemon and are very wary of human interaction, thus making direct study extremely difficult. Whenever a pack is approached, the elder pack members will attack with their sharp claws and teeth (Fury Swipes, Bite, Crunch) to protect their young and disorient attackers for a full-pack retreat (Quick Guard, Roar). Their pack-style battle and escape techniques are so effective that no PreCAP have actually ever been caught by a trainer!

In the very, very rare occurrence where a wild PreCAP evolves into Tomohawk, its enormous growth of plumage-like fur makes it unrecognizable to its pack. This, coupled with Tomohawk’s increased power and ability for flight, causes it to split off from its pack to live on its own and explore the skies it spent its life dreaming of. With no pack to defend after evolving, Tomohawk begins learning moves that explore its own newfound abilities and aid it in fending for itself across the Unova skies.

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The evolution method specified here is that PreCAP evolves into Tomohawk when it levels up while knowing the move Sunny Day, which it and, presumably, the "PreCAP" learn at Level 36. Since wild PreCAP are found in the game at Lvls. 27-29, it can be derived from the flavor story that the PreCAP that made it to the top of the Celestial Tower leveled up enough along the way to learn Sunny Day (maybe from being so close to the sun?) and level up again, causing it to evolve, a secret only Mistralton City Gym Leader Skyla seems to be privy to. This gives Tomohawk that sort of "mythical" feeling of being rare, unique, and unknown that comes along with the mock-griffon design. If you play the cartridge game, you'll maybe recognize that you can get a hold of TM11 - Sunny Day in Mistralton City, a city defined by flight, including the Pokemon world’s only airport and gym leader Skyla's specialty in Flying-type Pokemon, so everything sort of ties together in that regard.

The movepool progression reflects the way this CAP goes through life. Moves that come before Sunny Day are moves one could expect a wild animal in a pack setting to need to learn: various attacks, intimidation tactics, "working together" moves, etc. The movepool as a whole is very physical because of this, which wild Pokemon can appreciate just fine but a trainer might find to be a little less than ideal. Fortunately, Tomohawk learns two useful attacks (Air Slash, Hurricane) and a non-damaging move (Roost) on its own and can learn an incredibly useful and challenging Heart Scale move (Aura Sphere; again, in Mistralton City), along with the flavorful Morning Sun to reinforce Tomohawk's connection to the sun and Rapid Spin (imagined to be an aerial technique in this instance).

Competitively, the Level-Up list offers Air Slash, Aura Sphere, and Roost, assuredly three of its most important moves, and Rapid Spin and Hurricane, useful moves on more targeted sets. Putting these in the Level-Up movepool means absolutely no complications; these moves can be used whenever and however a player wants. The reason for Rapid Spin here is thus: with Rapid Spin and Stealth Rock (Egg Moves) at its disposal, Tomohawk has the potential to control a good amount of the entry hazard side of a particular match. I know Stealth Rock isn't as dominant this gen., but Spikes are pretty common and being able to consistently clear your side of the field of the opponents' entry hazards is one of the best ways to keep opposing teams from executing their strategies. I do want to mention another move here, as well, and that move is Entrainment. I included Entrainment in the list not just for flavor (training younger pack members with a ritualistic dance is delicious), but also to give Tomohawk a powerful weapon in doubles/triples battles, that is, the power to share its Prankster ability with its teammates (doesn't work on Truant or Multitype, though). This move alone could create entire team strategies in CAP doubles/triples, which would be a great way to explore that particular infant metagame.

This is always the least interesting part. This is where Tomohawk is getting most of its physical movepool along with a few key non-damaging moves like Substitute, U-turn, and Taunt, amongst others. Look here, too, for Tomohawk's first peek at special coverage moves in Grass Knot and Hidden Power, as well as its second high-BP STAB move in Focus Blast.

The Egg movepool is a pretty neat bag of tricks. The main competitive ones here are Baton Pass (for Substitutes, Work Up, and Bulk Up), Heat Wave (for limited coverage, plausible use in doubles/triples), Stealth Rock, Wish (for a more team-oriented kind of healing when compared to Roost, with 207 HP Wishes), and Yawn (for status outside of Toxic and in case you accidentally let something stat up on you too much). Finally, Hyper Voice is here for the Little Cuppers, as is Double-edge (which can still do good damage in LC off a lower Atk stat) while the rest is all mishmash. After You takes a second conscious dip into the foray of doubles/triples battles and offers a slight tweak on Entrainment by allowing a teammate to attack first the next turn as opposed to simply gaining the Prankster boost to non-attacking moves.

Flavor-wise, none of the egg moves necessarily "demand" a Flying typing, since the PreCAP is not of the Flying type (and thus would look strange using things like Roost or Brave Bird), despite some of the moves being Flying-type themselves (Defog, Mirror Move, Whirlwind). Most of them are simply Normal-type moves (thank you, Togekiss) that have certain utility or niche flavor.

Okay so as you can see this is a pretty straightforward movepool from a competitive angle, foregoing an influx of gimmick options in exchange for a wider breadth of options and nuance in each particular set. You'll notice Phazing in Roar/Whirlwind, four (yes, four) unique forms of healing in Morning Sun, Rest, Roost, and Wish, Toxic and Yawn for your status of choice, and a few established gems like Taunt, Substitute, U-turn, Stealth Rock, Rapid Spin, and Baton Pass, amongst others. The attacking movepool is just what the doctor ordered in terms of special attacks, where there exists the low-power/accurate vs. high power/inaccurate duality with Hawk's STAB attacks as well as a couple niche coverage moves in Heat Wave, Grass Knot, and Hidden Power. Overall, I feel it's a pretty focused movepool that still offers plenty of options.

Sunny Day + Morning Sun, Rain Dance + Hurricane: As a mythical creature devoted to the skies, surely it can develop skills to manipulate and take advantage of the weather! For the two types of weather Tomohawk is capable of starting, it has a corresponding Level-Up move to take advantage of it.

Substitute + Baton Pass: priority Baton Passing is an incredible way to maintain momentum, and allowing a teammate to come in for free while the opponent is forced to attack to break your Sub instead of setting up is an even better way to maintain momentum. With self-healing in the way of Roost (or even Wish) and some plausible attacks, this could be a very viable set.

Wish + Protect/U-turn/Baton Pass: Tomohawk has no reason not to become a great Wish passer with Prankster's priority or Intimidate's switch-causing abilities. Even better, Prankster Baton Pass and U-turn let you choose between a fast or slow switch, allowing you to choose who takes the hit, Hawk or its teammate.

Toxic/Stealth Rock + Taunt: With priority and recovery, Tomohawk could be a very effective Toxic staller or a consistent Stealth Rock layer.

Stealth Rock + Rapid Spin: Control who gets entry hazards and who doesn't. Tomohawk's going to be having a tough time with Ghosts anyways and running SR/Spin/Grass Knot for Jellicent really limits Hawk's effectiveness in most ways. SR/Spin/Toxic? That may work; we'll just have to see. Also, being immune to Spikes while being able to Spin them away is a brand new element to competitive Pokemon, which is cool.

Yawn + Roar: Do you like Phazing? This potent duo could satisfy you, or at least put something to sleep based purely on the opponent's frustration. Watch out for Gliscor, though (HP-Ice, maybe?)

Attacks:
Brave Bird/Drill Peck: These were purely flavor considerations. Despite its name, Tomohawk isn't a bird, it’s a griffon, and it doesn’t have a beak to peck with.

Close Combat/Hammer Arm/Superpower/Drain Punch: I hope I don’t get berated too hard for not including these. I felt I could go easy on the "big" Fighting-type moves since Hawk won’t be using them and Fighting is the secondary typing, meaning it warrants less flavor considerations. If the Pre-evo would appreciate these moves, Pre-evo movepool submitters are more than welcome to put them in its movepool, especially in place of the Flying moves Hawk gets after it evolves.

Fake Out/Dragon Claw/Dual Chop: largely irrelevant Physical attacks.

Earth Power/Psychic/Psyshock: largely irrelevant Special attacks.

Flamethrower/Fire Blast: Heat Wave > these moves, imo, especially considering flavor. If you want to go offensive with this thing and run a non-HP Fire move, you'll have to deal with the lower accuracy.

Icy Wind: I originally had it in here, but I really do think it messes too many of Hawk's supposed counters with it and it's pretty weak otherwise. After some long, hard, pondering, I've taken it out.

Super Fang: "Meh." Yes, this could be a good tool against stall and along with stall; however this movepool offers both Taunt and Rapid Spin so there shouldn’t be too many problems there.

Volt Switch: Personal preference here, mainly. If you want to switch out without actually switching, I'm offering U-turn and Baton Pass, as both have no immunities. Volt Switch does what HP-Electric should be doing but without locking you into a Hidden Power and doing it better anyway, except against Ground types, in which case you've lost a turn.

Not Attacks:
Aromatherapy/Heal Bell/Refresh: Status seems to be a pretty good way of taking Tomohawk down and there are better clerics out there, so I took a pass here.

Circle Throw/Dragon Tail: I figure Tomohawk can Phaze well enough without doing negligible damage. Taunt should be hindering Tomohawk, so I kept these moves out.

Clear Smog/Haze: Tomohawk has a lot better things to do. If you’ve let Salamence get up too many DDs, use priority Yawn and sack your Tomohawk, since you messed up (or use Intimidate Tomohawk + HP-Ice).

Confuse Ray: Relies too much on chance for the concept at hand.

Counter/Mirror Coat/Gravity/Magic Coat/Block/Mean Look/Perish Song/Psycho Shift: These moves are too situationally useful for me to prioritize. As such, they fell by the wayside. Out of these, I think Perish Song would be the most useful, but I opted for Yawn instead as it has a faster effect rate.

Curse/Hone Claws: Boosting moves that are both outclassed by Bulk Up and Work Up, respectively.

Encore: This one was kind of a struggle, but I ended up not including it because of Whimsicott. The very fact that Whimsicott, with its awful defenses, can be as annoying as it is thanks to Encore is why I think that something with much better stats and typing would be a little over-the-top with the same move.

Healing Wish/Memento: Self-KO moves are very situationally useful, but as a one-time-only thing and at such great cost, I don’t think they’re worth it. These things can go wrong in so many ways it there's no way it could be wanted over Hawk's other moves. I'd rather not encourage such reckless, likely gimmicky behavior. Sorry.

Ingrain/Recover et. al.: I suppressed the movepool to include only four unique forms of recovery, so more would be worthless. Ingrain makes no flavor sense whatsoever.

Knock Off: I wanted this move in the movepool; however, I didn’t want to overloead Tomohawk with weird, situational options. Basically, I believe Knock Off is a good move, just not on this particular Poke.

Tomohawk's prevo starts out as a fairly carefree mon, as seen with moves like Scratch, Growl, and Yawn. Once it learns Howl, it becomes more vicious, with moves like Bite, Sand-Attack, Rolling Kick, and Slash. Then, at level 30, it learns Aerial Ace. Prevo evolves when it levels up with the move Aerial Ace, as proof of having earned its wings. After its evolution, Tomohawk becomes more refined, focusing on its Flying and wind-related attacks. However, if its evolution is delayed, prevo becomes frustrated with still not being able to fly, and begins lashing out. We see moves like Screech, Uproar, and Crunch to reflect this.

After You
Baton Pass
Bulk Up
Encore
Hone Claws
Me First
Psych Up
Rapid Spin
Roar
Roost
Switcheroo
Taunt
Torment
Work Up
Yawn

This movepool offers Tomohawk the special moves he needs to do his job, and nothing more. The only special illegalities involve Hyper Voice, which I doubt Tomohawk will be using. Tomohawk also gets a fair variety of physical moves, but he can't really use any of them save Close Combat and Brave Bird.

Tomohawk gets a lot of good non-attacking moves that can be used with Prankster. The value of Taunt and Encore is well known, but other, lesser known moves like Me First, Torment, and Psych Up are also present for fun times. In CaP doubles, After You gives your partner +1 on any move. Some basic stat-up moves, reliable recovery, and phazing are there for Intimidate sets as well. Lastly, Rapid Spin is present, though I don't think Tomohawk will want it due to its horrible illegalities.

Flavor-wise, this submission is completely in line with the Move-Move and Type-Move requirements, except of course for Stone Edge which reach disallowed. Volt Switch was not included largely for this reason; it requires Thunderbolt and Thunder Wave. Switcheroo appears as a heart scale move, as it does on all Pokemon who don't get it through breeding.

Lastly, for you LC people out there, I did keep Scrappy in mind. You'll notice that the egg moves work out so that Aura Sphere, Hyper Voice, and Rapid Spin are mutually exclusive. No unresisted, reliable STAB for you, and certainly no reliable STAB with Scrappy Rapid Spin. You still have the alternative STAB options of Focus Blast and Uproar.

Aura Sphere, Air Slash, and Vacuum Wave are pretty much given, and I imagine that that is what Tomohawk will be using most often. For pseudo-hazing, we have Roar and Whirlwind, for healing, there's Roost, and for setting up, there's Stealth Rock. In terms of coverage, Heat Wave is there for Scizor, and also because it ties in well flavour-wise, Grass Knot allows you to hit all Water-types EXCEPT Vaporeon (which I think is a big plus), and Psychic/Psyshock lets you hit Tentacruel. That's really all you need outside of a Hidden Power or two. To hit things hard, Hurricane and Focus Blast are there, but to make matters more interesting, Hurricane is illegal with Aura Sphere and Baton Pass, so it's kind of all or nothing as far as high-power moves go. Stealth Rock is also illegal with Aura Sphere since I don't like entry hazards much, especially not on things that . In terms of stopping your opponent, there are plenty of options. Taunt is there, as well as Rapid Spin to remove hazards (+1 immune to Spikes/Toxic Spikes), and Perish Song is there to force out CMReuniclus, though it's illegal with Aura Sphere. Oh, and Baton Pass and U-turn are there for fast and slow scouting, respectively. That's it really.

As far as stuff I didn't include goes, I'll try to address most of it. Most of the attacking moves I ruled out as they were entirely useless and didn't even fit flavour-wise (mostly physical attacks). Earth Power went because it was pointless with Fighting-type attacks (and I wanted Poison-types to check Tomohawk), Icy Wind should never have been allowed, and Volt Switch is useless with U-turn as well. In terms of non-attacking moves, Rain Dance didn't really seem feasible for me, Recover and Moonlight are redundant with Roost, Confuse Ray is putting too much up to luck, and Circle Throw and Dragon Tail are redundant with Roar (and Circle Throw is semi-signature anyway). After this, I got rid of as many "gimmick" options as I could. Out went Gravity, Mean Look, Psycho Shift, and Refresh. Next, I decided I didn't want any boosting moves, so I got rid of Curse and Hone Claws, since quite apart from the danger presented by Baton Pass, the last thing I want is this turning out to be a sweeper of any calibre. Then, I decided to get rid of the suicide moves, since these really only serve for a one-time momentum shift, and I'd prefer that Tomohawk be focused on lasting just a little bit longer, rather than doing one thing and then becoming useless, so no to Memento and Healing Wish. For similar reasons, I decided that dual screens were expendable. Counter and Mirror Coat were also removed for their somewhat one-dimensional nature. Haze and Clear Smog were removed because Tomohawk doesn't really have the power to stick around to play those kind of tricks against opponents who have already set up - and there are similar options in that circumstance. Ingrain is just horrible when you think of the potential alongside Baton Pass, not to mention flavour considerations. Lastly, Wish is something I didn't want Tomohawk to get, for the simple reason that it seems to be deviating from the primary purpose a bit too much. This leaves Aromatherapy, Encore, Knock Off, Magic Coat, and Yawn. If I had had room I would have added them, but unfortunately I had to disqualify them as being either fringe options for the most part, or in the case of Encore, much less useful by the 3 turn maximum.

Flavour

Yeah, so... starting with the level-up moves, I tried to get some kind of a theme going. So, having looked at the likely moves that would be going on, I noticed a couple of moves that interested me greatly. Vacuum Wave, Heat Wave, Thunder Wave? Hoorah! Let's give it a Wave-move theme! Then Thunder Wave was disallowed, which was a bit of a downer, and since I had decided not to run with Volt Switch, I couldn't really justify Shock Wave any longer. And let's be honest, Sludge Wave never made sense anyway. So back to the drawing board. I've still kept Vacuum Wave, Heat Wave, and Psywave in the Level-up section, but obviously it's no longer a big feature.

So what next? Well, it's a faux-griffin, so why not give it some move copying techniques? On went Mimic, Mirror Move, and Copycat. Which was awesome, because it's both a flying thing and a cat... a bit... and then Copycat was banned. Oh well. At this point there wasn't really enough space to start again, so I added Gust and Air Cutter, the classic low-power special Flying-type moves, as well as Acrobatics, which kind-of enhances the nimble, lean aspect of the cat in the flying suit. A bit. Since Close Combat was sticking out a bit, I also added Arm Thrust to make it look a bit more like a Fighting-type movepool. Now, you may be asking, why should I put the Flying-type moves so low down, when the pre-evo isn't Flying-type? Well, I'm rather banking on the pre-evo being an incense-NFE, for reasons that shall hopefully be explained below.

As I had Psywave in Level-up and both Psyshock and Psychic in TMs, I felt there was a need to justify this. I rather like the idea of the ancient flying cat thing having Psychic powers, and hence I added Telekinesis, Ally Switch, and Extrasensory. In the TM corner, I filled out most of the Flying- and Fighting-type TMs, so Sky Drop, Aerial Ace, Fly, Pluck, Brick Break, Rock Smash, and Low Sweep were added on. After adding in all of the required and competitive TMs, I had just a little bit of space left. Round and Echoed Voice were added because just about everything gets them (and Echoed Voice tied in neatly with Perish Song). Torment complements Taunt, Cut just seems to "work" aesthetically, and lastly, I put in Safeguard, since the mystical Tomohawk aura kind of lends itself to that kind of thingy.

I couldn't fit in very many flavour egg moves for Tomohawk, but I tried to make the most of what I had. Fairy/Flying is the natural egg group combination (I mean, just look at it). Extrasensory has already been explained, Tailwind and Heal Pulse I thought were cute options should you ever happen to use this in CAP doubles (hence Ally Switch and other such moves), and Sweet Scent is just there "because". But, you may be looking at this thinking, aha! Your egg move list is not flavoursomely competent! How can a Normal/Fighting Pokemon learn that many Flying-type moves through egg moves? And the answer to that is... it can't. But fear not, I have a solution. The pre-evolution shall be an incense-NFE. Hence, one can breed to get Tomohawk by itself... or by attaching the incense item, you get the pre-evolution, which should have a slightly different set of egg moves. This also means that the level-up list doesn't have to worry about evolutionary stages (it'll evolve by happiness or something) so EVERYBODY is happy. Yay.

Moderator

Legend:
* - Move is repeated in this or a previous list
. - Move is (almost) required by a different move
! - Move is (almost) required by typing or ability
!! - Move is absolutely required by typing or abilityBold - A VGM that is not repeated in this or a previous list

I've taken quite a few creative liberties with the level-up movepool. This CAP is really breaking a lot of ground because it's primary Flying and a Fighting-type with a poor Atk stat. I've always wanted to do a "mage" type learnset, and the shamanistic nature of this CAP has given me the perfect excuse to do so (though my original dream was to reference FF1's Chaos :P ). The "elemental" moves here are Rain Dance, Earth Power, Air Slash and Heat Wave, with Hurricane eventually learned near the end as well.

This learnset is full of sneaky references, which is why I've filled it to the maximum reasonable number of moves. I've incorporated a few of the North American aboriginal creation stories involving the raven (the raven is originally white in Haida myths). It references a myth about the raven stealing the sun, moon, stars (Sunny Day), a firebrand (Heat Wave, I guess), and fresh water (Rain Dance) to give to the mortal world. Sky Drop is somewhat a reference to another myth involving the raven dropping a stone into the ocean to form land. There's also a legend about a seagull and the raven sticking a thorn into its foot, but Spikes is disallowed, so... Aerial Ace and Submission are also here to reference the Street Fighter character T. Hawk. (The anime depicts Aerial Ace as a low-altitude gliding attack, and Submission is similar to the grapple that T. Hawk does.)

The progression is simple enough. I believe that Tomohawk should start off with a "base" special move (Aura Sphere) because it's one of only three special Fighting-type moves. The theme here is that it starts off using naive physical attacks like Fury Swipes and then eventually learns to channel the energies of the spirits and use them. Harden is a reference to Cartoons's original concept, with the fur hardening to act like feathers. I also need a move to fit with Tomohawk's name, a reference to a light axe that is thrown. Giga Impact doesn't quite fit, so Superpower has made it in. Finally, I feel that Tomohawk should get some kind of mind-refresh before getting Hurricane, but Amnesia is banned, so Rest is there instead.

Healing Wish is a cool move IMO; it's kind of a reference to FF6's Sabin (not that anyone used Spiraler or whatever it's called now), but more than that, it just fits somehow with the whole shaman / chieftain deal that this CAP is getting.

Most of these are type-move and move-move (almost) requirements. I want to avoid putting in too many Psychic-type moves because I don't think that they fit with the concept (though Reflect is there). Thief is another reference to the trickster aspect mentioned earlier, and a stronger reference to the firebrand is made through Incinerate and Flash. However, despite other Fire-type moves usually being required with Heat Wave, I've chosen not to put them in because I'm already breaking the Fire-type monopoly on level-up Heat Wave.

I also don't have Cut because Tomohawk is an "axe", not a sword (Cut is "Iai Cut", a reference to a sword technique) and this movepool has no claw moves other than Fury Swipes.

Also known as the level-up rejects, honestly. Most of these are competitive moves that I really wanted on Tomohawk but couldn't fit into level-up or the machines. You may in particular notice my inclusion of Rapid Spin. Sorry, Delibird :( I think that this is a potentially great move for Tomohawk, and I'd personally like to see what Tomohawk can do with it. Will it be devastatingly effective like Excadrill, or will it be kind of lame like Forretress?

I've put Roost into the egg movepool because Tomohawk isn't really a bird (yeah, "Feather Rest", but still). But it still breeds with birds...? -.- Best not to think about it.

Total unique moves: 66
Total VGMs: 38

Some general comments

I'll admit that my movepool is mostly based on flavour, but the competitive theme here is a small but precise non-attacking movepool. I didn't put in every non-attacking move that "seems interesting" because there are way too many of them and a lot of the good ones are level-up/egg only. Let's be honest, here: Do we really need a super-bloated non-attacking movepool?

I've made an explicit effort to limit or outright avoid moves of the following categories:

Psychic-type (e.g. no Psych Up or Gravity)
Poison-type (e.g. no Sludge Wave)
Moves that modify anything other than Atk or Def (e.g. no Hone Claws)
Moves that can disrupt move choice (e.g. no Torment/Disable/Switcheroo)
Physical moves (all of the physical moves in this pool are justified by flavour or move-move guidelines)

I absolutely do not believe that most Psychic- or Poison-type moves make any sense on Tomohawk. In my view, Tomohawk should be using the powers of nature, not supernatural mind tricks or waves of garbage. (I don't quite get other people's justification of Mimic, either. Tomohawk is using a disguise, not copying others' actions.) I also want Tomohawk's Hurricane to get support entirely from rain or another Pokémon's Gravity, and not set it up for itself (other than with Rain Dance). I also find choice-disrupting moves potentially broken with this CAP, so I have excluded them. The movepool still does have some gems like bulky Substitute, Healing Wish, Memento, Roost and Yawn (arguably better than sleep if the opponent stays in).

You may have noticed that Baton Pass is this movepool's only switching move. Screw Volt Switch -.- Only Electric-types and Steel-types learn it. It doesn't make sense! Baton Pass is clearly the most effective switching move to include here, so that's what I have done.

I've also completely ignored move-move guidelines for Stealth Rock and Heat Wave. The main justification for this is that Tomohawk is not a Rock-type (or mainly rock-dwelling creature) or a Fire-type, so I'm violating "canon" a bit anyway by including these moves. I really didn't want to have to put in stuff like Sandstorm (doesn't make much sense to me) or Flame Charge (disallowed).

Legend:Italics denotes that the move is a required moveBold denotes a VGM
Bold and Italics denotes a required VGMBold and Underlineddenotes a repeated, or inferior, VGMJust underlined indicates a move which is not usually a VGM, but may be seen as one with Prankster
Plain text is used for any other move.

Level-Up Movepool:

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Illegal VGM Combinations:
Aromatherapy + Roost, Whirlwind and Switcharoo
Whirlwind + Switcharoo/Aromatherapy
Roost + Aromatherapy and Switcharoo
Switcharoo + Roost/Whirlwind
Encore can be used with any Egg mov, except Assurance, as long as the other cominations of these egg moves do not fit into the above situations.

Total:Unique VGM's: 20 [Not counting things like Roar + Whirlwind]

May be 25 if the possible VGMs are counted.

Total Moves: 54

Explanation - Competative:

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Offensive Movepool:I have intentionally kept this rather sparce. With a great STAB combination, and a defensive type combination, bulk, Intimidate or Prankster, and a Base 115 Sp.Attack, I do not want this momentum pokemon to turn into something like Krillowatt ended up like, a sweeper, in any way, shape or form.

As a result, coverage is rather light, as I belive that the momentum Tomahawk gains should be through stopping his foes doing anything, not through smashing things to bits.

Hurricane has been disallowed for this very reason. With 115 Sp.Attack, and 80 Speed, it's perfectly viable to just slap a Scarf on Tomahawk, and begin throwing STAB Hurricanes everywhere under the rain. While Tornadus does boast a higher Sp.Attack, Tomahawk can actually take some hits. Meanwhile, Focus Blast is allowed, due to accuracry. If you're attempting to sweep with Focus Blast, good luck.

Some moves are also somewhat redunant. Psychic, for example, covers Fighting types, Poision Types, and that's about it. Poision is rare, and Fighting is covered by Flying already. Why use Psychic, which can grant a free switch-in to Dark types when you have STAB Air Slash? In a way, KNOWING what offense Tomahawk carries makes it better at causing mometum shifts, as your foes will know that Tomahawk poses a threat, and it's not a bluff, thus, causing him/her to switch out.

U-Turn is here, because unlike Baton Pass, it actually serves a purpose. It can scout switch-ins, and allow Toma to take an attack from a faster sweeper, giving a counter/check a free switch-in. While Baton Pass can scout switches, it cannot do the latter.

Defensive and Support Movepool:Roost is obvious. The route I see Tomahawk going is effecting mometum with Bulk, so, clearly, Roost will be on most sets.

Here's where the rest of the movepool comes in. Prankster, a decent defensive typing, and a wide movepool of annoyance moves, to turn almost any situation to its advantage. Stall? Taunt them or Trick them. Offense? Haze to get rid of their boosts, or Encore a stat-up. Weather? Use one of your own, with Priority. Balance? Aromatherapy! Tomahawk's support movepool has something for almost ever situation, and something to suit most teams.

Oh, and for your own team? Well, Priority Weather can help things out. Aromatherapy and Tailwind with Priority are useful tools as well.

Aromatherapy comes at the cost of Roost, but, generally, the types of teams using Aromatherapy will be heavy offense, and thus, teams which do not have much staying power anyway, and are crippled by status such as Paralysis. Aromatherapy Tomahawk can come in, and fix this issue with a Priority Aromatherapy. I feel that it is useful enough to provide ultility, and not be worthless.

However, there are some notable omissions. The first, that many movepools do not emulate, is Baton Pass.

Baton Pass allows for Tomahawk to scout, by switching out with +1 Priority. Sounds good, right?

Oh, wait, Baton Pass' only addittional effect is passing boosts [Or stat drops too!], which can lead to problems, like Priority Bulk Up passing to things like Excadrill. Outside of this it does nothing. So... why use Baton Pass when you can just manually switch?

Answer: To scout switches, which are a higher priority

Counter-Argument: Why do that, when you can U-Turn, and deal some damage as well, while also scouting moves if the foe stays in?

Thus, Baton Pass' only reason to be on Toma's movepool is to pass boosts, which I am totally against.

Another notable omission is Stealth Rock and Rapid Spin. Let's face it, this guy has 4MMS as it is [Offensive STABS, Roost, Support moves of choice, possibly Aromatherapy]. Stealth Rock is not as potent as in 4th Gen, due to Magic Mirror, the loss or Rotom-A as a spinblocker, the rise of viable Spikers [Ferrothorn], and Priority Taunters, which are all faster than Tomahawk is, thus beat out his Rocks.

Rapid Spin is just poor as it is. Tomahawk lures Jellicent in too, with special attacks, and Fighting STAB. Does it really need Rapid Spin to do that too? Tomahawk can already effect momentum, and there are far better spinners such as Starmie and Forretress. Let's leave it to the experts here.

Flavor Reasoning:

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The Shaman:

The idea is that, for the first few levels, Tomahawk is useing its physical might [In its pre-evo], as it has not discovered it's magical power yet. However, as it gains experiance, Tomahawk gains mastery over it's Shamanic powers, allowing it to use Aura Sphere, and Air Slash.

It eventully gains power over the weather, a representation of nomadic tribes and Rain Dances. Defog, Haze [Always depicted as a fog], and Rin Dance are all in the level-up movepool. Tomahawk also gains quite a mighty roar, or a chant of sorts, which can scare pokemon away.

With help from technical machines, Tomahawk can increase it's shamanic knowledge, extending to the other three weather conditions, and a more powerful, but less accurate, Aura Sphere, in Focus Blast.

However, the egg moves are the real beauty. Tomahawks with bird genes are able to relax their bodies, to become in-tune with their powers, nd heal their health [Roost]. They can also call upon strong winds to blow foes away [Although, not strong enough to create a Hurricane].

Those with more fairy based lineage are more tricky, and sly. They also have knowledge of herbal remedies for burns, paralysis, and the like. As such, they can learn moves such as Switcharoo, Encore, Aromatherapy, and Charm.

Bold moves are VGMs (include STABs regardless of Physical/Special, stat-up moves, and support moves)Bold and Underlined moves are repeated VGMsItalic moves are VGMs, but will not be counted as such due to lol 60 base Attack (includes unSTAB Physical attacks)

Level Up

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The Pre-Evos gather in groups of 10-15 Pokemon, with one leader - the shaman, who is the only evolved Tomohawk in the group. The Tomohawk of the group leads them, using the position of the stars to decide their hunting ground after a migration. If two tribes pick the same hunting ground (quite rare, due to there only being approximately nine-eleven tribes in existence); the Tomohawk shamans duke it out. Like most real life birds (more or less in Pre-Evo's case), the tribes go south in the Winter and north in the Summer. CaP1 marks its hunting ground like most big cats, by scratching on the trees and marking its territory with certain liquids. Like wolves (and the Iroquois), the tribes of CaP1 are strictly matriarch based. The females form the top part of CaP1's society, while the males are the grunt workers. In fact, all wild Tomohawk are female.

The Pre-Evo is a scrappy fighter, using overwhelming tactics and tricky moves to ensure the kill. During the hunt, (which is led by a female appointed by the Tomohawk shaman), Pre-Evos use Howl to communicate to each other. After finding an appropriate target, the Pre-Evos strike, singling out the weak, sick or old Pokemon and using tactics like Bite, Peck, Circle Throw and Super Fang to bring the Pokemon down. The more successful the kill, the more the appointed female rises in society.

All Tomohawks appoint a successor who they feel has a certain connection with the necessary spiritual connection to the elements and the world in general. As the Tomohawk shaman is nearing the end of its days, it takes the successor to the top of Celestial Tower. There it preforms a ritual unknown to humans; transferring its power to the successor. In the process, the Tomohawk passes on its spiritual prowess, and its memories, on to the successor. However, in the process, the Tomohawk dies and the successor evolves; as well as learning Aura Sphere to show its new power and connection the spirit world. At level 40, Tomohawk learns Sunny Day and Rain Dance to show off the shaman-like features with controlling the weather. Earth Power and Heat Wave signifies command over the elements. Roost is self-explanatory, and Air Slash and Hurricane show its experience in flight and related venues.

Unique Moves: 19
Unique VGMS: 13

TMs/HMs

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Perish Song+Mean Look: One of my most controversial choices, I feel that i have to explain this. Concept's momentum, right? Getting and keeping momentum. One of the best ways to get momentum is switching. Double switching, switching with immunities, etc. But what if you can't switch? Tings like Stealth Rock and Spikes already make switching a pain to do, but completely removing switching from the equation - now that's fucking up your opponent's momentum. So you've used Mean Look. What's the best way to take advantage of that? Two words - Perish Song. You've completely fucked up your opponent's momentum and put their Pokemon on a timer. You're taking out a (probably) intregal part of the opponent's team - especially if it's a stall team; where every member counts. That's momentum.CounterCoat: Your opponent is, well, fucked. Assuming you carry both, your opponent can't attack physically or specially. That's enough to truly fuck your opponent in my book. And for fun, pack Taunt and Mean Look.Super Fang: Truly one of my favorite moves, this move truly fucks over stall. Cutting down a wall to half health in one move makes the opponent press the "OH SHI" button. Couple that with Taunt and Mean Look.

2: Bulk Up is not listed on the allowed movepool list, nor the required list. If I recall correctly, in the movepool thread, it was on the required list. Of course, the status may have changed due to the Priority BulkUp + BP thing I posted...

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Also, Aura Sphere seems to be missing. I assume it's meant to be allowed, but it could still lead to some confusion.

Moderator

First off, I am strongly pushing Prevo evolving into his second and final stage at Level 36, alongside Baltoy, Palpitoad, Trubbish, and Joltik. This is for a number of reasons having to do with 36. 36 has many numerological meanings. First, it is a square number and a triangular number, the lowest such number (other than 1). Also it is the measure of each of the interior angles of a 5-pointed star. It is also equal to (1^3) + (2^3) + (3^3) as well as (1^2)x(2^2)x(3^2). It is the number of distinct outcomes when you roll two dice. And, final in the list of mathematical reasons, the sum of all numbers 1-36 is 666, the number of the Devil with whom Shaman Tomohawk might commune. These numerological intrigues all give some mysticism to the number 36, which should satisfy everyone taking a Shaman-based look at Tomohawk.

More mysticism can be found in some religious traditions. In Maori legend, the first man was made collaboratively by 36 different Gods. According to the Midrash, a compilation of accepted interpretations of the Old Testament, the light created on the first day shone for 36 hours (Sunny Day anyone?). Also, the Old Testament commands us to love and protect strangers exactly 36 times.

Level-Up (I’m thinking evolution at Lvl 36 gaining Hidden Power)

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Subtraction of repeats etc
-3 VGM for both Protect and Detect, both Frustration and Return, and both Roar and Whirlwind
-1 Total for Hidden Power in both Level-Up and TM/HM
-5 Total for Aura Sphere, Heat Wave, Roost, Tailwind, Whirlwind in both Level-Up and Egg Moves

OK, so the level up movepool is pretty straight forward. He starts out with mostly weaker Physical moves based on its body features, such as Scratch and Bite. As it grows it develops some basic special abilities, such as Razor Wind and Tailwind, but its focus is still mostly on increased power physical moves. It is only once he gets to a higher level that he finally starts learning his more useful special and status moves. With this I assumed that it would be evolving at 37, where it first starts getting more flying based moves. As such, Hurricane (and possibly Vacuum Wave) are only learn-able via Heart Scale after it evolves.

I also gave it a few moves only through its prevo. These are mostly for flavor because I wanted it to be able to get Close Combat, but I thought it would make more sense on its first form. Also, for all you LC people, as you see, I didn't add Hyper Voice or any other specific moves for the prevo here or anywhere. As Rising_Dusk mentioned, the prevo movepool will be decided separately, so anything not currently here you can feel free to add when you make that.

TMs and HMs(Move your mouse to reveal the content)TMs and HMs (open)TMs and HMs (close)

The TM movepool doesn't contain anything too crazy, but has plenty of good options to use. It contains all your basics (Toxic, HP, Return, etc), along with many other nice moves. On the Defensive and supportive side, it has access to the standards of Toxic, Rest, Sub, etc. But in addition, it gets access to U-Turn, one of the best moves for keeping up any momentum you have gained. Also included is Taunt which can be used to prevent common switch ins from setting up on Tomohawk, as well as helping it disrupt walls like Blissey.

On the offensive side, you have Focus Blast, which is one of its two most powerful STAB moves, Grass Knot, to help with those heavier waters while still allowing light bulky waters (is that an oxymoron?) to stop it, and the aforementioned Hidden Power, along with myriads of physical options. One other interesting move would be Snarl. While not all that powerful, Dark provides good coverage with Fighting, and Lowering the opponents Special Attack can really help it against common special sweepers, while not being overpowering enough to make it easily beat any of its counters. Unfortunately, as Tomohawk is incompatible with Zoroark, we will probably have to wait for the TM to be released for this move to be legal.

So I gave Tomo a decent number of egg moves, many of which have some good competitive use. First and foremost is Aura Sphere. I would assume most sets will be running this move, and as such I made sure it was compatible with a decent number of others, though I'll go more into that below. Baton Pass, especially with Prankster, is an awesome scouting move, and while he may not have too much use for Bulk/Work Up himself, passing those, or a nice and bulky sub, to a teammate can be great for your team. Encore is another great move. It might not be as good as in genIV, but running it prevents guys from trying to set up on you. Wish is there as alternative way of healing if you don't want roost, and works well with Baton Pass/U-Turn (or just switching) to heal up your team. Rapid Spin is always nice, but its bad distribution makes it illegal with most other moves and thus he probably will have better things to do than dedicate himself to spinning. Earth Power, Heat Wave, Perish Song, Yawn, and Sing are some other decent usable options. And we all know how amazing Lick is.

Note: Marowak cannot pass both Sing and Perish Song at the same time due to one being from XD and the other being an egg move.

As I said above, Aura Sphere is probably the most important egg move it gets. Luckily, Togekiss's makes it legal with five of the most useful egg moves. Probably the only important illegality is that of Rapid Spin with anything not named Yawn. I'm sure that combo could be decent by yawning a Ghost that tries to spin block you, but in general Tomo has much more important things to be doing than spinning.

And as noted in the legal combos section, despite all the moves being compatible with each other, Earth Power + Perish Song + Sing is illegal as a Marowak cannot know both Perish Song and Sing at the same time.

TOTAL:
74 Moves
39 VGM

For the most part I tried to give the movepool a large number of options but while staying pretty much completely realistic.

Flavor Reasoning: Okay let's just say I got a bit lazy here and didn't do a lot of research on shamans/gryphons/griffins/cats so I decided to go by instinct. The first move I placed here is Hurricane. You may consider this an extremely odd choice, considering that Hurricane is often the last move on many Pokemon. However, I think it is nice to twist this around a bit. Pokemon such as Scolipede, Torterra, and Regis (in 3rd gen), learn an extremely powerful attack at Lv--- (Megahorn, Wood Hammer, Explosion, respectively). Since I want to emphasize on the Flying primary, it's great to start off with a flying move.

Quick Attack was thrown in for not much reason but to be a starting move really. Tail Whip, Mimic (hello faux griffin), and Follow Me are basically for cute stuff. Follow Me here represents two things: Tomohawk's leadership role, and its pre evo's alluring charm. Leveling up further, it begins learning how to fight and gets Double Kick. Next step up is nature appreciation. Living in harmony, "Minihawk"'s curiosity of the surrounding environment gave it the ability to use Nature Power. "Minihawk"'s training against each other eventually got them to learn Quick Guard to shield against moves such as Quick Attack.

Assist, or in Japanese, "cat's paw", helps emphasize the cat-like nature of Minihawk and Tomohawk. Minihawk has learned to borrow from more than just nature, but also it's teammates. Imprison is a neat trick it has up its sleeve. With Mimic around, it can disable one of the opponents moves - something it likes to do as a prankster. I don't have a lot of reason for Slash really but hey let's give it some claw-ish move.

Lv. 36 is evolution time! Immediately upon evolving, Tomohawk learns Roost. This symbolizes a relief from its training as a "Minihawk", and a time to reflect on what is coming up. Three levels later, it masters Air Slash to celebrate its newfound ability to control the air. Then Tailwind.

Mirror Move in Japanese is "Parrot Mimicry", which I think works better on Tomohawk than Minihawk. Given Tomohawk's bird costume, I'd say it's pretty good at mimicking.

Aura Sphere is the final stage of its training. Connecting its spiritual self and the outside world, it lets loose its inner life force in the form of a guided bomb.

Yeah it's a long and boring-ish story but I hope it didn't put people to sleep

Flavor Reasoning: Considering that the primary typing for "Minihawk" is Normal, I decided that Flying/Ground represents this well. Ground in particular represents the ascension of the Pokemon. From the earth it is born, and to where it can eventually fly.

Oh and I hate illegalities.

You may notice that a lot of VGMs are stuffed here. There is one reason for this and it is to portray the griffin's immense dedication towards its partner. A griffin will not remarry if its partner died. In reward for its dedication with its partner, it learns more than an average Pokemon could, and passes down the knowledge to its offspring to celebrate "the best they can do in this marriage".

This Tomohawk movepool is an esoteric mix of mystical ability and some more nature-oriented trickery. Attacks like Psycho Shift, Night Shade, and Disable are more mystically based while Grasswhistle and Ingrain bring in natural elements. The two key moves that differentiate it from other movepools though are Screech and Scary Face. Paralysis and Swords Dance may have been deemed too powerful, but these two attacks can act in a similar manner to those moves. With a minimum of 206 Speed, even without investment a Scary Face will bring everything short of Electrode or more relevantly Excadrill in Sand back down to it's earthly speed level. Screech is a different beast entirely, allowing Tomohawk to engage its physical STABs effectively as well as boosting Psyshock's damage.

Offense:

To go along with Screech, it has a fairly decent coverage movepool as well as powerful Flying and Fighting physical STABs. Special Attacks are primarily STABs, Psychic attacks, and Hidden Power. In other words, the offense is fairly straightforward. Flying/Fighting is excellent neutral coverage to begin with, and Tomohawk should be focusing on more support-oriented methods of momentum. Not to be forgotten is Focus Punch's synergy with 101HP Substitutes, taking massive chunks out of foes weak to it.

Defense/Support:

Access to priority Roost, Encore, Taunt, Tickle, Scary Face, and Haze give the movepool staying power against a variety of threats when using Prankster. Even without it, phazing is always an option with Whirlwind, Roar, and Circle Throw at its disposal. Ingrain can nuetralize Sandstorm damage although it locks Tomohawk in, However, with another slot it can also Baton Pass away and take Bulk Up, Work Up, or Hone Claws boosts with it.

Overall the movepool is designed around a few core synergistic combinations between both abilities and moves. Intimidate + Tickle can blunt a physical threat and prepare it for a physical Choice Scarfer to come in afterward. Screech doesn't blunt, but it does provide a better setup, especially against opponents that rely on their fully invested Defense to shrug off attacks (Hi Reuniclus).

First off, you'll notice a complete & total lack of Hurricane. I wanted this guy to have Rain Dance, even if for just pure flavor reasons. Regardless, putting the two together on the moveset w/o illegality (which I saw too difficult to achieve) would just turn Tomo into a Drizzletoad replacement on Rain teams. Plus, its Fighting STAB is more important, and Air Slash is more than enough for secondary STAB, and Heat Wave has redundant coverage over it anyway, so the decision was easy enough for me.

Also, Disable, Torment, and all entry hazards are absent. You've already heard why I don't think these are a good idea.

I felt Volt Switch was detrimental to a mon who's avoiding use of good Electric moves so Bulky Waters can check/counter it, which is also why Grass Knot isn't there. Psychic moves DO stop Tentacruel, though, and fit its shaman styling.

After some thought, since it has Sunny Day & Rain dance already, I decided that the previous suggestion of Hail would be worth a shot. Sandstorm is more detrimental to it than Hail is, due to that irritating Sp. Def boost getting in the way, and its bulk + Lefties should keep it from being affected too much by the damage part.

It has plenty of other toys to abuse, including the obvious Roost, Taunt, Whirlwind/Roar/Circle Throw, Wish, and the Baton Pass/U-turn combo, but also has other things like Me First, Healing Wish, Scary Face, Tailwind, and Hone Claws. More than enough tricks to test out w/o causing overkill.

This set has a heavy emphasis on Prankster, at the expense of a special movepool. A decent number of physical moves are included, for flavor, utility, and for the pre-evo, in the event that it turns out to be physically based, but also with Hyper Voice included so it can just as easily be specially based. All switching moves are included for the sake of using whichever one fits with the team best, each with their own advantages and disadvantages. Volt Switch was included for this sake; otherwise, move requirements are generally held to. A number of methods to halt or hinder an opponent's sweep using priority from Prankster are included, such as Haze, Encore, Torment, Yawn, and Scary Face. Hail is included as well, to screw up all weather-based sweeps. Taunt is not included, because the wallbreaking potential seems excessive. As for Egg Moves, legalities allow Roost to be available for most combinations, but it and a few other useful moves cannot be used in combination with Memento, limiting the usability of the powerful suicide move while still leaving it an option.

Thanks for the advice, Dusk! I agree with you about controlling the entry hazards side of battles with Stealth Rock + Rapid Spin, so that was a good suggestion. I may, however disagree with you about U-turn. Yes, U-turn does pitiful damage and is an "obvious" and thus distracting way to go about fulfilling the concept; however, the fact that it can help a player maintain momentum is enough to put it in the movepool. On Prankster sets especially, U-turn can be the difference between a fast switch (+1 Baton Pass) or a slow switch (U-turn) and could make all the difference in the world when trying to get a teammate into battle or at least scout opponents' Speed ranges, imo. I've added Rapid Spin and kept U-turn.

EDIT: But I understand that that's just your personal opinion, so no worries!

DO NOT INCLUDE A PRE-EVO MOVEPOOL: The pre-evo's movepool gets made individually at a later point. If you want pre-evo moves, that's fine, the pre-evo's movepool will be forced to have them. The pre-evo's movepool will also be forced to have your egg moves. That said, do not include the pre-evo's level-up movepool or some such as part of your submission, because that is not allowed.

DO NOT TREAT THE 75/35 MOVE/VGM LIMITS AS BINDING: You can go over them! They are suggestions! If you have 39 VGMs and you don't think you've bloated the movepool, then you're fine, don't bother removing or cutting moves because you're worried about the limit. No big deal. The limits are only there to prevent people from throwing in 60 VGMs and saying "It has every allowed option, who can beat this movepool at poll time?" because that is not ok.

DO NOT LET THE PRE-EVO'S EVENTUAL MOVEPOOL AFFECT YOUR MAIN CAP MOVEPOOL: The pre-evo isn't a big deal when it comes to this. reach and I have noticed (and I like his simile) that the tail is wagging the dog here. Please, please, PLEASE do not let the existence of a pre-evo affect your movepool at all. If you include moves that are VGMs which you think the pre-evo will use, that's ok, but don't count them as VGMs unless CAP1 also takes advantage of them! VGMs like Hyper Voice are noncompetitive for CAP1, and so don't have to count as VGMs for it.

DO NOT COUNT NONCOMPETITIVE VGMS AS VGMS FOR YOUR MOVEPOOL: If you put Crunch in CAP1's movepool because it's allowed, that's cool, but it's noncompetitive because of CAP1's base 60 Attack, so it's not a VGM for CAP1. This also applies for moves like Hyper Voice, Quick Attack, Return, etc. This will help you fit more cool moves in that actually are VGMs for CAP1 without overly limiting you.

If I think of any more really important policy notes, I will post them as they come up in the thread. In the meantime, please be mindful of the above while working on your movepools.

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The advice is very much appreciated. I've updated my movepool with all of this in mind, as well as Egg Move details and some other things.

Moderator

P.S.
My favorite movepool is one with both SR and Rapid Spin legal together (with Aura Sphere and Air Slash) and one that excludes both U-turn and Volt Switch. JUST SAYING! :D

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I don't see why they should be legal together. Do you really think that a Prankster set with Stealth Rock, Rapid Spin, Roost, Aura Sphere/Air Slash is competitively viable?

On a secondary note, I hope that despite my exclusion of both Stealth Rock and Rapid Spin for obvious flavor issues and my inclusion of U-turn, that my movepool will still be looked at critically, despite not satisfying your suggestions.

I don't see why they should be legal together. Do you really think that a Prankster set with Stealth Rock, Rapid Spin, Roost, Aura Sphere/Air Slash is competitively viable?

On a secondary note, I hope that despite my exclusion of both Stealth Rock and Rapid Spin for obvious flavor issues and my inclusion of U-turn, that my movepool will still be looked at critically, despite not satisfying your suggestions.

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Same here.

Besides, Rising Dusk is not the Project Leader. Reachzero is. His say is final, in reagrds to selecting the movepool shortlist. Unless I am mistaken.

Besides, just because the movepool is Rising Dusk's favorite, dosen't mean those divergeing from it will not make the shortlist. And then it's down to the community.

Also, I can't help but notice that the spreadsheet was updated 15 mins ago, but my movepool is not listed.

Raikaria you have to update your own movepool into the spreadsheet. And calm down guys. Rising_Dusk is the only one who's given any feedback in this thread so far. Take it or leave it, but don't act like he's trying to mandate particular moves.